The resolute 8 are surely to have their mettle tested. They are face with the choice to board an alien vessel in search of a legion mechanic Taylor Thomas, or do the head into the mine shaft making their way to a kreeghor base with 5he immanent power to dystroy the world.

Each choice will be resolved through a quick combat. The scene penalty is at -2 assuming a full group of 8. For each number less than 8 there is an additional -1 scene penalty. For example say, 7 went for the bomb and 1 went for the boy. The 7 going for the bomb are at a scene penalty of -3, the lone badass going for the bomb is at a -9.

To answer a few questions. It is a quick combat, so only really one success needs to be warrented on each task for a “good” outcome. I’ll obviously try to follow the narrative design of the players when resolving what actually happens. This is different than a dramatic task which has a set amount of defined successes needed.

Basically this will be a chance for each of you to be a badass hero, whether its going to save the world or Taylor Thomas.

Oh, its cute if you think allies will be benificial in these kind of circumstances.

Ndreare wrote:Once the repairs are completed on Rodney and Kulring Ndreare thinks and then proposes and idea. "I think Rodney and myself can get into the shuttle and take care of what needs done. The risk of failure is too high and the remainder of the team should try and stop the bomb from going off.
"If we decide that I should go with the main party I think Penetent, Lucianna, and Kryssia combined may match my skill. Though it is questionable, it would also leave far fewer of us on the primary task of stopping the bomb. Which must be our primary goal."
Looking at Tera he adds. "Whichever teams goes Tera must be opposite Rodney and I as Rodney and Tera are the two most skilled in technology and one of them must be included in each team."

Out of character, I think Ndraere and Rodney make a better team to accomplish the less important mission. If not Tera needs to go with another player. Yes I know Pen and Luci have d12 just like Ndreare, but he still thinks he is better.

Shaping Worlds Together

The 99's Game Master Bennies 6

+6 Players

Shaintar Game Master Bennies 6

+6 Players

Nightbane Game Master Bennies 5

+5 Players

Recurring NPCs
Danielson 2 (spent to set the stage)
Grimm 3 elan, Against the Odds, The Winning Side
Harvest 2
Marry 2 Against the Odds
Michael 2 Against the Odds

Phase World - The Remorseless 11

+8 Players
+2 Sidekicks
+1 Joker for Abreaz

Abreaz (The Target) 3 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated

Everyone's better than Lucianna right now. She's cashed on PPE. Nothing left, unless we've somehow passed a few hours since blasting the Kreeghor on the ship.
I voted to go to the base first, only because the needs of the many outweigh the needs of the few. She doesn't like leaving the ship there unmolested, though. Leaving transport and armament in the hands of an enemy you're about to turn your back on is a terrible idea.

Greater Deflection: -4 to be hit; +4 vs. AOE (3r)
Can see in the magical darkness (from Hans)
Champion (+2 Damage, +2 Toughness)
Remember BlancaAshlyn Alvarez Character SheetParry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evilEncumbered: -2 to Str and Agi related rollsWild Die always a d8Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)He Who Fights Monsters:+1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.Dodge: -1 to be hit by ranged attacksChampion: +2 damage and Toughness vs. supernatural evilNerves of Steel: Ignore 1 point of Wound penaltiesAll Thumbs: When roll a 1 on Trait die while using tech, the device breaks.Brave: +2 Fear testsPPE: 20/25ISP: 15/20Shield: 2/10 PPEWand: 4/10 PPERangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)

Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.

Bennies: 2/3Adventure Cards

Cutting in Line: Draw 3 initiative cards and keep the highest.

Seize the Day: Act as if you had drawn the Joker.

Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.